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Fortress Forever patch coming
Topic Started: Oct 10 2007, 08:47 PM (213 Views)
Johnny Mullet
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Fear the Mullet
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Here is what I found on the Fortress Forever Official WEBSITE............

Quote:
 
FF 1.1 Changelog WIP
Just to keep the community updated on what's going on, and so nobody thinks we aren't working hard towards the patch, I wanted to post to everyone what we've hit on so far in terms of fixes/changes for the upcoming 1.1 patch.

Keep in mind this is a work in progress and is subject to change prior to patch release. I'll do my best to keep it updated as things are done.

    * Fixed buildable_ondamage and player_ondamage script callbacks.
    * Fixed kPlayers flag for lua entity collection.
    * Fixed normal explosion sound being played on top of buildable explosion sound.
    * Fixed player_spawn callback getting called every time a player executes /kill.
    * Fixed suicide logic from running when player is already dead.
    * Fixed score overflow at 32k by increasing size of networked score variable.
    * Fixed missing voice hud icons.
    * Fixed player:AddHealth function so it returns expected value. This fixes bug where you can pick up all ammo and armor bags if you weren't full health.
    * Fixed display is + negative fort points(ie + -100)
    * Fixed voice column to show chat on/off icons for other teams.
    * Fixed # leaving off the rest of the string in chat messages if not matched to a localized string.
    * Fixed disguise "enemy" to choose a random enemy team.
    * Fixed infection/heal sound to play at appropriate times.
    * Fixed kill/death messages not showing/tracking.
    * Fixed tickrate 66 clamp.
    * Fixed death view slant.
    * Fixed %l displaying wrong team.
    * Fixed medkit hit/infection sounds to play properly.
    * Added lua callbacks for player_connected & player_disconnected
    * Added DamageInfo:ScaleDamage function, exposed to lua
    * Added player_onkill callback for player suicide so scripts can reject it(implemented in ff_hunted)
    * Added DropToFloor() lua function that takes a base entity.
    * Added client side spawn weapon cvars to control what weapon you equip on spawn.
    * Added small spinup to AC so it no longer shoots immediately(and no heat buildup during spinup)
    * Added buildable & grenade flags to the base trigger class & .fgd
    * Added a progress bar to spy disguising.
    * Changed to no blood shooting disguised teammates when ff is off.
    * Changed AC to reduce HW speed when firing(and not dependent on charge level).
    * Changed grenade and pipe damage radius up a bit
    * Changed water exiting push force up a bit.
    * Changed decals not to draw on players & buildables. Pretty certain this accounted for a majority of client crashes.
    * Changed a bunch cvars people were using as cheats to cheat.
    * Changed backpacks to non solid to fix them from blocking doors/elevators.


Spawn Weapon Cvars

    * cl_spawnweapon_scout - default nailgun
    * cl_spawnweapon_sniper - default sniperrifle
    * cl_spawnweapon_soldier - default rpg
    * cl_spawnweapon_demoman - default grenadelauncher
    * cl_spawnweapon_medic - default supernailgun
    * cl_spawnweapon_hwguy - default assaultcannon
    * cl_spawnweapon_pyro - default flamethrower
    * cl_spawnweapon_engineer - default railgun
    * cl_spawnweapon_spy - default tranq
    * cl_spawnweapon_civilian - default tommygun


Valid options are: crowbar, medkit, knife, spanner, shotgun, supershotgun, nailgun, supernailgun, grenadelauncher, rpg, sniperrifle, railgun, flamethrower, assaultcannon, autorifle, tranq, pipelauncher, ic, tommygun, deploysentrygun, deploydispenser, deploydetpack, tommygun, umbrella

New chat macros
%d display disguise team and class

%sh - sentry health
%sa - sentry ammo
%sv - sentry level
%sl - sentry location

%dh - dispenser health
%da - dispenser ammo
%dl - dispenser location

%pf - detpack fuse time
%pl - detpack location

Added ^# color markup for chat messages.
^0 - ORANGE
^1 - BLUE
^2 - RED
^3 - YELLOW
^4 - GREEN
^5 - WHITE
^6 - BLACK
^7 - GREY
^8 - MAGENTA
^9 - CYAN
^ - terminates last color
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BAPHOMET
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"ff_hunted" did I read that right :wow

FF got the "Hunted" map ?!? :blink:

MY BELOVED HUNTED MAP?!? :lol:

And noone told me :shake
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Sawman
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FF has Hunted! :)
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